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Re: Arelith Updates!

Posted: Mon Jan 06, 2020 5:37 pm
by Irongron
From Liareth (I love this one...)

The monsters of Arelith are sick and tired of being killed by smelly adventurers. They have formed a union and elected lieutenants from the best and brightest of their ranks. Players will encounter these lieutenants in the field and should prepare for the worst.

- Occasionally, monsters in the world will spawn as a named, unique mob. These mobs have increased strength that scales with their CR.
- Mobs are unique because of their combat prowess - for example, an animal who accidentally ate a potion of strength or a bandit lieutenant who claimed her position through the power granted by a magical ring she found. Kill the powerful mob? Claim their powerful loot.
- As paragons of their kind, unique mobs may often be found cloaked in powerful magic. Fights that were once trivial may become challenging; always be on your guard!

Re: Arelith Updates!

Posted: Wed Jan 08, 2020 1:03 am
by Irongron
New race - Firbolg! (Courtesy of Liareth - News article here
----------------------------

Firbolg (Fey) - Greater Reward Race
ECL: +2

Base Race: Human
Alignment: Non lawful
Language: Giant
Large Creature

+4 str
+2 con
-2 dex
-4 cha
Fast Healing (+1 regen per 15 levels starting at 1, so +3 at 30)
Tracking
Deflect arrow
10/- Cold Resistance
Darkvision

Gift of the Moon-Seer: -2 STR, +2 WIS, 0.0 ECL.

Assassin Belt Changes:
--------------------------------

The Assassin Belt stats have been changed slightly.

Rank 1
+2 Dex or Str
+2 Hide/move silently

Rank 2
+2 Dex or Str
+3 Hide/MS
+2 Bluff

Rank 3
+2 Dex or Str
+2 Int
+3 Hide/MS
+3 Bluff

Rank 4
+2 Dex or Str
+2 Int
+3 Hide/MS
+3 Bluff
+1 universal save


And the rest...
--------------------

- Peddlers no longer accept books, these can now only be sold to Book Merchants (A rare spawn)
- Visual/Performance update to the Cordor Cultural District
- Visual/Performance update to the Earthkin Village
- Yarrow/Sassone plants will now respect the same rules as other seeds and must be planted on fertile ground.
- The current area is now not included in the portal list.

Re: Arelith Updates!

Posted: Fri Jan 10, 2020 11:44 pm
by ActionReplay
Andunor Cage Fight Update:

The Beast (Final Fight) won't Perma Kill a character if they are defeated by it.
Winning the Fight has been changed to the following:
250k Gold reward
Belt of Andunor (Runic and chance to randomly generate some stats that are reasonable)
This belt will allow you to disguise with it and won't make your character stand out in any way; its essentially a normal belt but runic and given some random starter props.

This means the old belt is no longer given as a reward and the Bonus Feats are removed as well from the reward. Characters that have already defeated the Beast will be unaffected by this.

Re: Arelith Updates!

Posted: Wed Jan 15, 2020 10:27 pm
by Irongron
First update from new developer Awan:

* The level/progress cut off for writs done with higher/lowered leveled party members has been increased from 3 to 5.


From Liareth:

* Unique monster Anuses will no longer be exposed. (The name 'Anus' removed from NWN's automated name generator)
* Unique monsters were sometimes spawning without the golden name to accompany; this should be fixed.
* Firbolgs now correctly receive the Track feat.

While elsewhere:

New Greater award added to allow Gnolls, Duergar, and Goblins to attain pirate tattoos and start off in Sencliff, this rewards requires an approved APPLICATION to the made to the DM team prior to taking the award.

And from myself:

- Made a few changes to some existing fixtures
- Clearly labelled our various horse breeds (Pack, Riding, Warhorse, Riding, Wild & Destrier) and adjusted their statistics (When NOT mounted) accordingly.
- Added in the complete Shyr Farmstead in preparation for the end of the auction at Mayfield's Brokerage

Re: Arelith Updates!

Posted: Wed Jan 22, 2020 11:02 pm
by Irongron
A large area update to Minmir, including 2 new dungeons and many new creatures.

Details on our News Feed.

Re: Arelith Updates!

Posted: Mon Jan 27, 2020 6:14 pm
by The GrumpyCat
Courtesy of Batrachophrenoboocosmomachia - coming very soon

- "The Locker," formerly the dungeon floor of the Sencliff Estate (and ONLY the dungeon floor), is now available to all who have taken the Ink. Its amenities expanded, the Locker is the first sign of ever-increasing organization among the Freeport Sailors (for remember, there are no pirates at Port Sencliff).
- Cosmetic updates to the Sencliff Docks (it's about time someone took care of the masonry before the whole place came down).

Re: Arelith Updates!

Posted: Sat Feb 01, 2020 11:26 pm
by Irongron
A large update to the Skull Crags - As usual details on our News Feed

Re: Arelith Updates!

Posted: Tue Feb 04, 2020 2:29 am
by Irongron
From next reset:

- Divine Champion class is no longer restricted by non-evil alignments

- White Granite Altars are now useable.

- A few fixes to the new viper monks who had previously been unequipping their weapons during combat.

- Added recipes for Logging Axe, Gem Hammer and Mining Pick

Re: Arelith Updates!

Posted: Sun Feb 09, 2020 11:49 am
by ActionReplay
A few small updates from the Approved Suggestions, next reset:

* Ship spawns can spawn as Lieutenants / Uniques now
* Some VFX waves were added to ships to show them in movement or removed when docked or hindered otherwise
* Removed all-covering texture VFX such as Stoneskin (Will use the Greater Stoneskin VFX), Barkskin, Shadowshield from PCs only; NPCs and placeables are still affected. Also removed the Protection from Elements VFX (And its lesser variant) from PCs as well.
* Removed Spell Resistance check on Darkness spell
* Umber Hulk polymorph will no longer grant True Seeing

EDIT UPDATE:
* Stoneskin and Shadow Shield have been reverted to what it was

Re: Arelith Updates!

Posted: Mon Feb 10, 2020 10:34 am
by Hoodoo
Small (Literally and figuratively) fix:
-Wild Dwarves made before the August 5th 2019 update will now have their height appropriately altered to what they should be on first login.
Note: You may have to change areas to see the change take effect.

Re: Arelith Updates!

Posted: Tue Feb 11, 2020 1:44 am
by DM Atropos
Slaves may now own vault storage.

Because of the dearth of slave quarters, and the not-dearth of slaves, we are looking into more quarters, which will come in due time. In the meantime, please remember slaves may only own slave quarters. If you're questioning if one you want is or not, please ask!

Re: Arelith Updates!

Posted: Tue Feb 11, 2020 9:55 am
by Irongron
From new developer Garrbear:

Item Changes:
Magic Staff: Medium->Small
Throwing Axe Weight: 1->0.2
Dire Mace: 20/x2->20/x3

Class skills added:
Bard: Ride
Cleric: Ride
Monk: Ride
Paladin: Spot
Rogue: Ride
Sorcerer: Bluff, Persuade
Assassin: Ride, Persuade
Blackguard: Bluff
Shadowdancer: Ride
Dwarven defender: Ride
Shifter: Bluff, Ride
Weapon Master: Ride

Re: Arelith Updates!

Posted: Sat Feb 15, 2020 11:57 pm
by ActionReplay
Next reset,

From Anatida:
Both Fixture: Table (Bar) should now work as intended


From Bat Country lots of new area updates:

Area Updates:
ICE ROADS:
- Total visual overhaul using new hak content.
- Pretty lights.
- Pretty moths.
- Pretty crystals.
- Still going to get ambushed by ice trolls though.

SENCLIFF:
- Docks have had their fixture limit expanded to accommodate the area's quarters.
- Various minor bug fixes to Docks and Locker.

ARCANE TOWER:
- Visual updates. Hak placeable replacements/additions throughout; lighting/decor made more consistent across areas.
- Rear wings of Apex now use Stone Room tiles instead of Library (to make room for player bookshelves).
- Arcanist NPCs should no longer commit ritual suicide on Mystra symbol in fits of religious fervor.
- Common room quarters made more diverse with some minor but distinct centerpieces/features


More Underdark love from myself:
- The Hub receives a facelift with new Hak Content.
- The District Meeting Chamber in the center of the area has been removed and instead Andunor gets a new pub, the The Malted Myconid, along with new shops to fill out the new Market Square.
- District Chamber moved to its own seperate area
- New Ogre Quarter

Also proper Exploding Barrels near you soon!

Re: Arelith Updates!

Posted: Mon Mar 02, 2020 2:02 pm
by Irongron
Area updates, Spellsword changes, and other various additions! (Can also be read about on our News Feed

Dunmarle Castle
-------------------------
A large, narrative-heavy, area added to Skal.

Including:


- A number of new player quarters within the Rustfire Inn
- three new player run shops
- Skal's first fertile land for PC horticulture
- 2 Man-at-Arms henchmen, ready to serve any character who has selected the 'Noble' Reward
- A large new dungeon.

Skajard Travel
---------------------

- Travel period to Skal has been updated to reflect the travel period from Skal. Manipulating the same traffic routes as other vessels, travel is now possible to Skal between months 4 - 9 as it was already possible to travel from during the same period.

Andunor Update
-------------------------

- The additional of Sodliers of Gracklstugh throughout the city.

Darrowdeep
-------------------

Some of the noble retainer henchmen improved.

Spellsword
-----------------

- Updates to Spellsword Spell Imbue List:

Magic:
1. Magic Missile
2. Death Armor, Lesser Dispel
3. Dispel Magic
4. Issac's Lesser Missile Storm, Phantasmal Killer, Shadow Conjuration Magic Missile
6. Iaaac's Greater Missle Storm, Disintegrate, Greater Dispelling
9. Weird, Mordenkainen Disjunction

Fire:
0. Flare
1. Burning Hands
2. Combust, Scorching Ray
3. Fireball, Flame Arrow
4. Wall of Fire
5. Firebrand
6. Shade Fireball, Shades Wall of Fire
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Meteor Swarm

Cold:
0. Ray of Frost
1. Ice Dagger
4. Ice Storm, Wall of Ice
5. Cone of Cold
6. Freeze, Shades Cone of Cold
9. Burst of Glacial Wrath, Iceberg

Acid:
0. Acid Splash
2. Melf's Acid Arrow
3. Mestil's Acid Breath
5. Greater Shadow Conjuration Acid Arrow
6. Acid Fog

Electric:
0. Electric Jolt
2. Gedlee's Electric Loop
3. Lightening Bolt, Scintillating Sphere
5. Ball Lightening
6. Chain Lightening

Negative:
1. Negative Energy Ray
3. Negative Energy Burst, Vampric Touch
4. Enervation
7. Finger of Death
8. Horrid Wilting, Avascular Mass
9. Energy Drain, Power Word Kill

Sonic:
1. Horizikaul's Boom
3. Sound Lance
7. Great Thunderclap, Powerword Stun
9. Wail of the Banshee


Resource Mining
------------------------

Logging Axe works on Rare Hardwoods, Ancient Yew, and Ancient Zurkwood properly.

Additionally - All resource mining tools will be more effective against resources that have damage reduction.

Re: Arelith Updates!

Posted: Sun Mar 08, 2020 10:50 pm
by Irongron
A very large update this time:

Details on our News Feed

Nation of Guldorand
------------------------------

- Over a dozen new areas, creating a new nation on the north-eastern corner of Arelith (Though the city and Soulhaven remain locked)
- New caravan routes running from Myon north to the Radiant Heart, The Church of Bane, Soulhaven, and the Logging Camp
- New Monsters (Meenlocks)

New Spells
----------------

Daltims Fiery Tentacles
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles.

The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.

Kyristans Malevolent Tentacles
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No

A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis.
The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.

Darkbolt
Caster Level(s): Cleric(Darkness) 5, Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Darkness, Mind Affecting
Component(s): Verbal, Somatic
Range: long (40 meters)
Area of Effect: Huge
Duration: Instant
Save: Will(Special)
Spell Resistance: Yes

You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save.
A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.

Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large
Duration: 1 round / Level
Save: Will
Spell Resistance: Yes

Greater Shadow Evocation
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm

Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage.

After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.


Shadow Evocation
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadowbolt, Wall of Fire, Elemental Shield, Gust of Wind
Shadowbolt - A line of crackling, bolts erupt from your fingertips.
Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.

Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Mage Armor, Ghostly Visage, Grease, Summon Shadow(2), Mestil's Acid Breath

Greater Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Web, Minor Globe of Invulnerability, Stoneskin, Summon Shadow(3), Flame Arrow

Shadow Plague
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Darkness
Component(s): Verbal, Somatic
Range: long (30 meters)
Area of Effect: large (5 meter radius)
Duration: 1 Round / level
Save: Reflex
Spell Resistance: No

Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage/round and blinds enemies as if the darkness spell.

Other Changes
-----------------------

- Fixed PDK fear being subject to Arcane Spell Failure

- Slings are now tiny

- Tridents should properly use the polearm animations instead of greatsword.

- Removed concentration checks from assassin spell-like abilities.

- Gate fixed at Myon's Mythal, allowing entry for large creatures.

- Several additional Andunor locations, including the Boreal Keep, Deep Gate, and Forge Hall, have received new hak content as we go down the list.

- Broken recipes should no longer be broken. If you continue to receive a too many instructions message when trying to complete an in progress recipe, please create a bug report on the forums.

Re: Arelith Updates!

Posted: Wed Mar 11, 2020 12:10 am
by Irongron
Pirate Recognition
--------------------------

- Removed rogue levels from qualifying PCs to detect pirates.
- Increased Lore skill to detect ascending pirate ranks from
50 40 30 25 20 15 10
to
80 70 60 50 40 30 20

This should allow new pirates to be largely anonymous, only becoming recognisable alongside their increasing notoriety. The update was due partly due to the insight on the issue provided in a recent forum thread, and also because since the lore change the skill has become increasingly common.

Re: Arelith Updates!

Posted: Fri Mar 20, 2020 2:45 am
by Irongron
New Weapons added to Arelith!
----------------------------------------------

- Falchion, Heavy Pick, Light Pick, Great Club, Maul and War Mace added to Arelith.

These weapons are available at all starting locations and can be crafted via the forging skill.

- Small & Regular Lances now craftable via the Carpentry Skill.

Weapon details on our News Feed


New Appearances for Magical Staves
----------------------------------------------------

- A number of new appearance can now be selected for the magical staff item.


New Spells now able to be scribed
-------------------------------------------------
-Darkbolt down to 2d6+2 (still only rolls once no matter how many bolts hit you, or none if they can't touch this)
-Daltim's is now 1d10 +5
-Malevolent tentacles now touch you a bunch but only roll once a round to see if you suffer. Can also paralyze you
-Tentacles no longer give mediums an accidental +8 to their grapple check
-Description adjustments, some spell school fixes for shadow conjurations

Forum Password Command
-----------------------------------------

- Forum password command should now be changed to -forum_pwd instead of -forum_password. This enables console players to make forum accounts and bypass XBox censorship.

Re: Arelith Updates!

Posted: Sun Mar 22, 2020 11:51 pm
by Irongron
Please see our News Feed for expanded details of the updates listed below.

New Class - Swashbuckler
-------------------------------------

(Courtesy of Garrbear, Aniel, BHR55 & Silvard)

- This is being made available SOLELY on PGCC during testing & Feedback

(I'm truly excited about this one - it's not every day we get a whole new base class..)

267 New Character Heads
--------------------------------------

(Courtesy of Anatida and Aellowyn)

- An astonishly large number of new heads, that promise to do wonders for character diversity on Arelith.

- Please not these are NOT all available in larger phenotype versions

- At the moment these are ONLY available to new characters - DO NOT ask DMs for a head change - we shall introduce an automated for players to do this on existing characters in the coming days.

Outcast Changes
-------------------------

(Courtesy of Bat Country - on my instruction regarding outcast reward lock)

The Outcast start now require a Normal award. At this time, only non-Good Humans can be Outcasts at character creation. Characters can still become Outcasts as a result of in-game RP through DM application. (PM on the Forums to "Active DMs")

The impact of this change will be observed over time, and if necessary we will adjust the Award level required. We are also looking into re-enabling Half-Orc Outcasts with their own starting setup, as well as other starting races. Thank you for your patience and constructive feedback.

Hub Adjustments:
---------------------------

- General message board added to the Hub. Wanted Board moved to the West Wheel.

Arelith PGCC
-------------------

(Courtesy of DM Sypre)

- All missing weapons have been added to bring the store up to date. Recipes have not been included, and will be considered later on.

Re: Arelith Updates!

Posted: Wed Mar 25, 2020 6:20 pm
by Irongron
Swashbuckler Balance Patch 1:

Thank you everyone for your feedback and help with testing. We've made some minor adjustments.
-Removed quarterstaff as a usable weapon for swash feats
-Lowered DCs from (10 + ½ Swash Level + Social Skill / 5) to (½ Dex Mod + ½ Swash Level + Social Skill / 5)
-Increased Acrobatics / Improved Acrobatics Mastery Duration from 1 to 3 rounds.
-Increased Third Intention Duration from 2 to 3 seconds
-Added Uncanny Dodge at level 12
-Added evasion at level 16
-Gave swash 1 turn blinding speed reduction per 12 levels. Stacks with rogues
-Epic feats increased from 24/28 to 23/26/29

Please continue to provide feedback as we finish fine tuning. We expect to be putting it on the main server in about a day.

Re: Arelith Updates!

Posted: Thu Mar 26, 2020 12:51 pm
by Irongron
From the next reset:
Swashbuckler Balance Patch 2:
Thank you everyone for your continued feedback and patience. We think swashbuckler is now in a good place and is ready for launch on the main server, although we will continue to monitor and make adjustments as necessary.
-DCs changed from 1/2 Dex mod + 1/2 swash level + Social Skill / 5
to Int Mod + 1/2 swash level + Social Skill / 5
-Added defensive roll, improved evasion, and epic dodge to the epic bonus feat list.
Note: You must still meet the prerequisites to select epic dodge.

We hope you enjoy the first in our series of planned class additions.

Re: Arelith Updates!

Posted: Sun Mar 29, 2020 2:52 am
by Irongron
Soulhaven Monastery
-------------------------------

After months of development, the new Soulhaven has gone live. Details of this can be found on our News Feed

New Spell - Anti-Magic Field
----------------------------------------

When cast this spell creates a 10' radius around the user where no magic can be cast, and all summons become immobile. A major game changer for those seeking an advantage against spellcasters, this spell appears in no spellbooks, but can be found on rare items in the game world, or used by dangerous foes, such as the infamous 'Weave Eater'

Darkness Spell Changes
------------------------------------

The darkness spell will no longer have any effect on undead spawns, while elsewhere there is a small increase in individual creatures able to penetrate it.

Swashbuckler
--------------------

Fixed a bug where light flail, light pick, and sai were not counting as swashbuckler weapons.


New and Adjusted Creatures
------------------------------------------

In addition to the Weave-eater change mentioned above, a number of new undead creatures have been added, while many others have had their appearance upgraded to new, more detailed models.

Re: Arelith Updates!

Posted: Sun Mar 29, 2020 8:53 pm
by Irongron
Due to problems with new heads not displaying on certain character, reported after they use the 'toggle hood' command, I have elected, for the time being, to disable that command.

This is already live on C&P, and will be on the others following the reset later tonight.

IF you are on either of these servers please untoggle your hood, or you risk being welded to the hood after a reset. If, as a result of this, any player finds they cannot remove a hood, please ping to the DM channel for a head change.

While the toggle hood function was great, the range of new heads is better. Symphony is going to look at trying to fix this from the Beamdog end, and if we can determine how to overcome it then the function will be restored.

Here is the thread where the bug was reported, please continue to provide feedback there if you continue seeing missing heads after this change.

viewtopic.php?f=12&t=27694

Re: Arelith Updates!

Posted: Tue Apr 07, 2020 12:27 pm
by Irongron
New Weapons
---------------------

- Adjusted the level requirements of all new weapons to match the standard progression (including Naginata, Sai and Wakizashi. This will only apply to newly crafted weapons.

Jester's Jubliant Attire Robes
-----------------------------------------

- These are no longer alignment restricted.


Creature Changes
---------------------------

- A few adjustments here and there to existing creatures, especially the 'Weave Eater'


Spellsword
----------------
- Spellsword cold imbue no longer reduces your target's attacks per round.
- Halved the bonus damage and healing from spellsword negative imbue.

Re: Arelith Updates!

Posted: Tue Apr 07, 2020 9:21 pm
by Irongron
(Extra) Speedy (Delivery) Quests (From Xerah)
--------------------------------------------------------

- If you have RPR of 20 (or more) taking the speedy quest results in you doing the quest very, very quickly (i.e. you are just given 2000 exp)

Arcane Archer (From Xerah)
----------------------------------------

- Create arrow feat added to AA


Harper Priest (From Aniel)
--------------------------------------

- Harper Priest levels now count towards a Healer's overheal limit.

Re: Arelith Updates!

Posted: Wed Apr 08, 2020 3:32 pm
by Irongron
3 more new classes added to Arelith (To be trialed on PGCC). Definitely somthing to be excited about.

Details on our News Feed